Hello!

So I've never actually played GURPS, but I recently re-discovered some old Counter Monkey videos from Spoony that I watched back in the day. There were numerous times where he mentioned how good of a system it is, and got me particularly hyped to try out the Cyberpunk/Cthulhu-Punk modules with my friends. Since then I've checked out several books like the 4e Basic Set, Ultra-Tech, Horror, etc.

After looking through and getting the general idea of how combat works (I think), there's one thing that kind of seems worrying; players only getting 1 action per turn. Since my friends and I have mainly just played Pathfinder for the last decade, I'm concerned that they won't be interested in going from that system with 3-action turns to GURPS' 1-action system. With that in mind, I was curious if anyone else ran into that issue, and also if upping it to 2-actions per turn just ruins the game completely? But like having a bit of a limitation on it, such as making it move-and-do-X but not allowing double moves or double 'do-X' actions on the same turn

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[–] 1 point 4 days ago

I see it’s been a while since you’ve posted this, and on my platform it looks as though you never received a reply, so: I’ve been learning about GURPS and building my first campaign and the most common author note is that GURPS is a framework, and that the GM is welcome to add, remove, and modify any aspect they wish. That being said, if you want to run your sessions with your friends with multiple actions per turn, then have at it! You might have to re-balance some things but that’s fine.

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